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BR-102024017918-A2 - Sustainable, educational and care-oriented technology regarding selective eating habits in children with autism.

BR102024017918A2BR 102024017918 A2BR102024017918 A2BR 102024017918A2BR-102024017918-A2

Abstract

This technological innovation is a sustainable, educational and care-focused technology, specifically a card game about food selectivity associated with the Tower of London (ToL), as a complement to the product, which was named the Autism - Food Selectivity Game (AFSG). The game's objective is to help with food selectivity and the autonomy of children with Autism Spectrum Disorder (ASD). Its composition uses only sustainable materials, from the reuse of paper sheets, followed by the extraction of secondary cellulose pulp, as well as the reuse of Azadirachta indica pruning waste and the use of vegetable glue. It is worth noting that the construction of this game was based on field research, which allowed for the extraction of information about the reality of the target audience, promoting greater relevance and robustness to the production of the AFSG.

Inventors

  • KALINE OLIVEIRA DE SOUSA
  • JOSÉ ROBERTO DA CUNHA LUCENA
  • JOSÉ FERREIRA LIMA JÚNIOR

Assignees

  • Universidade Federal De Campina Grande - Pb

Dates

Publication Date
20260317
Application Date
20240830

Claims (3)

  1. 1. A sustainable, educational and care-oriented technology regarding food selectivity in children with autism, called the Autism - Food Selectivity Game (AFSG), aims to contribute to the variation of the food menu and autonomy in carrying out activities of daily living. It is characterized by having the following sustainable resources in its composition: secondary cellulose pulp, Azadirachta indica pruning waste, and vegetable glue, thus promoting environmental preservation; it includes a manual with the game rules. 41 food selectivity cards, sustainably produced, with a base of 5.5 cm and a height of 8.5 cm, with the front face having a white background and blue borders and the back face blue, with thirteen (13) showing images of foods most rejected by the sample of children in the research carried out, five (05) surprise cards, one (01) wild card, three (03) incentive cards, twenty (20) scoring cards from one (01) to five (05) points, with the aim of encouraging children with autism to try new foods, especially fruits and vegetables; the Tower of London (ToL), sustainably produced, having an orange base, green, blue and red spheres and A. pins; twelve (12) cards expressing the 12 problems of the ToL, with a width of 6.5 cm and a height of 5.2 cm, aiming to help improve reasoning and the management of basic activities.
  2. 2. SUSTAINABLE, CARE-EDUCATIONAL TECHNOLOGY ON FOOD SELECTION IN CHILDREN WITH AUTISM, according to claim number 1, characterized by needing a training stage and a competition stage, such that: Initially, an adult should explain to the children the purpose of the game and how to play; the first player will have three attempts to solve problem 1, with a maximum total number of moves that can be made, and then place the spheres in the initial position. If they manage to solve the problem, they will draw a card, and can score points if they do what the card indicates, but if they do not try the food, they will not score; this stage will prepare the child for the competition stage with another child.
  3. 3. SUSTAINABLE CARE-EDUCATIONAL TECHNOLOGY ON FOOD SELECTION IN CHILDREN WITH AUTISM, according to claims 1 and 2, characterized by having simple rules, favoring playability, and the instructions allow for understanding of the game, such as: Operation and number of players and recommended age range, in which AFSG allows 2 to 3 children aged five to twelve years old to play.

Description

Field of invention [001] Education and Health. It can be applied, for example, in nursing and nutritionist offices, psychopedagogue services, occupational therapy clinics, hospital playrooms, associations and institutes, as well as in schools. Fundamentals of the invention [002] The production of Care-Educational Technologies (CETs) aimed at children with Autism Spectrum Disorder (ASD) can be fundamental for autonomy and development. In this sense, this CET is a game focused on the selective eating habits of children with ASD. [003] Through a literature review conducted in the Virtual Health Library, the CAPES (Coordination for the Improvement of Higher Education Personnel) Periodicals Portal, the Scientific Electronic Library Online (SCIELO), and Google Scholar, a scarcity of games focused on selectivity was found, especially when it comes to children with ASD (Autism Spectrum Disorder). However, four articles related to this type of game were found, as explained below: [004] Researchers Moraes et al. (2023) developed a board game in which children must complete their plate with vegetables, proteins, and carbohydrates, requiring them to roll dice and obtain figures representing these foods. Additionally, the game involves cards for trying the food, with the foods being chosen by the parents. The researchers indicated that the game was beneficial because the children were able to try the foods. [005] Magagnin et al. (2019) applied multidisciplinary interventions with children with autism who have food selectivity, based on a fruit jigsaw puzzle game, picture games (food groups: meat, egg, rice, potato, fruits and vegetables) and activities related to smelling food and other interventions. This intervention had good satisfactory results regarding food selectivity, through sensory stimuli. [006] Machado et al. (2020) developed the Master Prato game, which used augmented reality, through a mobile application, to help children select foods appropriately for a meal, and then receive a score. The application works for the Android operating system with version 4.2 or higher, and has an educational booklet. Furthermore, it allows the calculation of body mass index and the need for nutrient consumption. [007] Researchers Silva; Rodrigues; Lucena Júnior (2018) developed the TeaEduc game, which aims to assist children with autism, not only in food selectivity, but also in social interaction, based on a visual processing field. The games were developed on several platforms, one of which was Geyser, where the models were selected and the necessary changes were made. [008] Our invention is a sustainable, educational-care technology, specifically a card game about food selectivity associated with the Tower of London (ToL), as a complement to the product. This physical game is called the Autism - Food Selectivity Game (AFSG) and aims, in general, to help with food selectivity and autonomy in children with ASD. Unlike the games previously mentioned in the state of the art, this technology was built using only sustainable resources, through the reuse of paper sheets, followed by the extraction of secondary cellulose pulp, as well as the reuse of Azadirachta indica pruning waste. This allows for a difference in terms of accessibility for families; contributes to environmental preservation, replacing the carbon economy; and allows for a greater competitive advantage when comparing production costs. [009] Furthermore, in order to comply with the principles of environmental sustainability, no waterproofing agents were used, since the only ones available on the market are based on organic solvents. In addition, a vegetable glue made from cassava starch and water was used for the gluing stages, and non-toxic paints were used for painting, ensuring the quality of the game and the safety of the children. [0010] Furthermore, the construction of AFSG was based on situational diagnosis, evaluated from field research conducted by the inventors. Thus, this TCE has easy and clear rules, contributing to the gameplay; it has the potential to help with social interaction, communication and affective relationships, due to the participation of parents and another adult; and it can also help with autonomy and the performance of daily activities, as well as greater reasoning, based on solving the ToL problems. [0011] The cards and the ToL were hand-carved using skillful and delicate techniques, and the cards feature stimulating phrases and images of foods rejected by children, in order to encourage children with ASD to try new foods as much as possible, especially healthy foods such as fruits and vegetables, which, unfortunately, were the foods most rejected by the sample of children in the research conducted. Therefore, our invention presents a significant advantage over the games previously presented in the state of the art, since the selection of foods represented on the cards was based on field research. Brief description of the drawings [00